Crystals in the Nu Campaign games

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2535 days, 13 hours, 58 minutes ago
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bondservant
Crystals in the Nu Campaign gamesWrite Reply
I am considering updating and expanding my Crystal Race guide, with a primary focus on the Nu Planets' Campaign games.  But I have not yet had any actual experience in the Nu Campaign games.  Therefore, so for those Crystal Race players that ARE playing in the Nu Campaign, I would appreciate any insights you have based on your Nu Campaign experiences so that I could write a better guide.  Please feel feel to reply in this thread and share.

To give you an idea where I might be headed, here is a first draft of the beginning of my guide:


Bondservant's Amoeba Guide to Nu Campaign Crystals

The following is a comprehensive guide on how I recommend Advanced Nu Players play the Crystals in the Campaign Game.  When played correctly, the Crystals have a decent chance to do well and even win Nu campaign games.  However, the normal VGAP approach that would work well when playing many of the Races will not work out so well when commanding the Crystal People.  There are many considerations that need to be accounted for in order to be successful.  Crystals are hard to win in normal VGAP games and I suspect they will win even fewer NU Campaign games.  So this Guide is primarily designed to offer strategic advice for consideration to help advanced players have a lot of fun and have the best chance to win a Nu Campaign game playing The Crystal Confederation.

NOTE:  this guide is less helpful for those Nu players that have not yet mastered the economics and diplomacy of VGA Planets.  It is a guide for advanced players.  It is also less helpful for those players that do not yet have enough  "Nu Campaign Resources" to spend on research for most available Campaign technologies available to Crystals, especially Starbase Minelaying and Improved Desert Habitation.  Finally, this guide has been written prior to my playing in any Nu Campaign games.  It will no doubt be even more useful after this guide is updated after several players have experienced the new Nu Campaign galactic environment.

The style I play with great success and recommend for players of the Crystal Race to try in the Nu Campaign is best described as an Amoeba approach.  The Amoeba has no definite form and consists of a mass of protoplasm containing one or more nuclei surrounded by a flexible outer membrane. It moves by means of pseudopods, moving place to place via locomotion, with an expansion of wavelike series of muscle contractions.  For success, the Crystal commander should devise a sector strategy to move and grow like an amoeba, with an increasing number of starbase nuclei and a flexible outer membrane of planets in the Crystal empire.  Ships should move like pseudopods, laying webmines along the way as the empire grows with every wave of offensive/defensive battle attacks.

Crystals are already the most defensive Race in VGA Planets in normal games.  I would rate them an 8 out of 10 for being able to successfully defend their Empire.  However, the Crystals normally find it difficult on offense, perhaps rating only a 4 out of 10 for being able to successfully attack other Empires.  This strong defense but lack of offense normally results in the Crystal player ending a Nu Planets game either (1) in defeat due to trying to be too aggressive, or (2) end the game with a decent number of planets, but not close to winning the game due to an inability to attack others.  The Crystal Defense/Offense ratings become even more stark in the Nu Campaign game, with a rating of 9.5 out of 10 for Defense and a 2.5 out of 10 for Offense.  Therefore, the recommended "amoeba" approach in this guide is for the Crystal Confederation to firmly establish a strong Empire and then slowly swallow up other players' territories, one cluster at a time, eventually making it your own.  As will be described below, the Crystals are able to expand their empire like an amoeba better than any other Race.

In my Diplomacy strategy guide on Donovan's, I state:  "non-aggression (NAG) pacts and alliances are critical to succeed. This is my first rule of diplomacy that guides my actions."  This is true for when I play all races.  It is especially true for when I play Crystals, as I will describe in much more detail below.  In my Crystals 101 guide on Donovan's, I make the following statement:  "So as the Crystals it is imperative to make friends early so you do not get embroiled in a war that will prevent you to build up."  That Crystal Race guide was written nearly 20 years ago and as far as I know it was the first guide for the Crystals.  It was very basic.  I am writing this new much-more comprehensive Crystal guide right now with special attention to the Nu Campaign game, but much of the guide can be applied to normal Nu Planets games as well; it simply applies even better in the Nu Campaign game.

Thank you in advance for you insights ....
2534 days, 9 hours, 39 minutes ago
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tom n
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Bond, Thought I would add some thoughts. I think patience and diplomacy are a must when playing the Crystals. I try to focus on build a large footprint on the map, focus on my economy, and be near the top of the list of most bases built. The hope is to have a large fleet and thriving economy by mid-game, avoiding early (costly) confrontations, biding your time until you are strong enough to load those Emeralds with Mk7 torps and start your attack.

I'm playing the Crystals in a Campaign game now, and had my first battle with the new Topaz Gunships. As advertised, 90% of the torpedoes (or so) miss, and when it lost the first battle (from the right side of the VCR screen) to a Lizard Sauron, a second battle starts (Topaz now on left side) as the Topaz return minus one beam. After it lost that battle, it returns again (less another beam) for a third VCR battle...etc until it was finally destroyed.

As I built this ship with x-rays to save money and hopefully steal a freighter or two, it did very little damage to the Sauron, but did absorb a ton of his torpedoes. I see this inexpensive ship as very useful to take out 30 or so torpedoes/fighters before you send in your Diamond or Crystal Thunder. It will also make a nice scout, since it has "Planet Immunity". Visit a border planet, if it has <20 clans, attack. If it's loaded with clans, move on. 
2534 days, 0 hours, 4 minutes ago
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thespid
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In regard to the campaign game upgrades for Crystal, you mention Improved Desert Habitation and Starbase Mine Laying. As i can also see the gunboats to be quite beneficial, you will either need to let somethign else go or pick between the three.

I've been considering to let go of the ability to lay large mine fields. This way you'll be able to get all of those three and even include the Ion Starbase Shield on top. What would you consider the best combination of upgrades?
2533 days, 19 hours, 15 minutes ago
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tom n
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I couldn't afford all the add-ons & settled for the Gunboats plus Ion Storm Shield (cheap). I agree that losing Large Minefields is an easy drop. The Improved Desert Habitation sounds somewhat helpful, but comes at a cost of weaker habitation on cold planets & I just don't find faster population growth a huge part of my strategies. The starbase lays minefields would be my next add-on.
2533 days, 11 hours, 25 minutes ago
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emork the lizard king
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Wow, the Imperial Gunboats could change the Crystal strategy significantly in two aspects.

Combat: If the Gunboats work against carriers/bases the same way as Tom described against torpedo ships then the Crystal now can destroy a base for only 2 PBP. The Imperial Gunboats would strip 30 fighters and then a Thunder or Diamond can safely finish the base. And no opponent should dare to send in his carriers with less than 200 figthers. That will strenghten the offensive department a lot. Also notice the value of a ship with planet immunity here. The Crystal can send in a fuelless Gunboat now before attacking a planet. So he sees what defenders are present and chose the best battle order. The Crystal's ability to hinder enemy movement will hold off quick reinforcements.

Early development: Up to now it made little sense to build many bases early on for the Crystals because they had no cheap and useful ship. For the Imperal Gunboats not more than hull tech 3 is needed. Remember that every of these Gunboats will allow your Diamond to finish a base! If you have the money you can install w5 engines so these Gunboats can also intercept an enemy carrier with w8. 4 or 5 of them followed by a Thunder may cause a very good trade.


2533 days, 9 hours, 15 minutes ago
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bondservant
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Some very good comments regarding the gunboats .. I am now thinking they could be vital part of the Crystal plans for defense and even play an important role in offense.  Thanks Tom for sharing your experience.  Looking forward to hearing more about how they fare in "real-world" battles.
2480 days, 15 hours, 31 minutes ago
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bondservant
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O.K.  Later this month I should be able to join my first Campaign game as the Crystals.  I have now been able to purchase every single ability/ship that is available to the Crystal Race.  Now I will just need to figure out which ones to enable for my game, since together they combine for much more than the limit of 450 points.

Once I join the next Campaign game, I will encourage other players/Races that have purchased everything that their Race has to offer to also join my galaxy .. so that we can get a better idea of how all of the abilities interact with each other.
2451 days, 12 hours, 22 minutes ago
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bondservant
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I have joined a Campaign game.  As I look ahead, I thought I would first look back at how the other Crystal players have fared so far in Nu Campaign games.  See spreadsheet below on a comparison on how well they are doing vs. my general guide on how well a Crystal player should do as they progress in their normal VGAP game.  So far, it seems that the average Crystal player is not doing very well in Campaign games.  Although there a couple players that may have a chance to end well -- we shall see.

crystal players in campaign games in dec-2012.pdf
2451 days, 11 hours, 38 minutes ago
View cinnamon's profile
cinnamon
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Out of curiosity, how do you define good?
If the races are balanced, then I would expect the crystals to win 1 out of 11 games.
I would expect the crystals to be in the top 50% half of the time.

Can you check those numbers?  The planet counts don't really tell much.  Although, assuming a 90% planetary occupancy at those points in the game, we would expect 450 planets colonized(on average).  with 11 players, the mean occupancy is about 41 planets.  Looking at your planet list, I see that 7 of those games exceeds the mean out of 13 games.  Which is about 50%, where I would hope it to be.  But this is a back of the envelope look and i expect it to be a bit different depending what numbers, but it looks about balanced to me.

I can speak to the Taulus system, since I am the empire player in that game and the crystals decided on an early aggressive move against me.  In this game the campaign mode should only further strengthen the crystals since I had just barely gotten lieutenant when I decided to try it out.

2451 days, 10 hours, 58 minutes ago
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tom n
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If I could chime in,

In Doggle I was placed advantageously. A mineral rich asteroid cluster near my HW & a great neighbor (eventually my ally) to my east. My other neighbor was also agreeable to a border treaty which allowed me to patiently grow my economy. I had a similar set up at Adviel Sector, which I ended up winning (with allies help, of course).

The Imperial Topaz Gunboats are a much better advantage than I originally thought they'd be. They're great vs torp ships, and can force them to use up 30 or 40 torps to kill my inexpensive little ships. With their planet immunity, I team them with an Emerald, lay a large web mine, wait a turn or 2 and then send them in to scout the planets and see their population. If they have just a low to medium amount of clans, I let the Topaz kill them the following turn. If they have a base or huge population, I'll wait for a Diamond or let my ally take them out later.

As for my large number of bases, I think every game is different. At Doggle I have more minerals with my Merlins and that asteroid belt than I know what to do with. I am not hurting for cash and have a rich ally in The Duke, so why not take a larger portion of the build queue? Besides the ships I steal, I'm still getting 2 or 3 new builds each turn, which keeps them form getting built at Joshua's many bases.


2451 days, 10 hours, 31 minutes ago
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turssi
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how should crystals approach star clusters that limit web mine coverage and ion storm movement?

asteroid fields too limit mine fields and allow more freedom of movement for the enemies.

are crystals hurt by these elements or can they be used to gain an advantage? what about nebulas?
2451 days, 10 hours, 10 minutes ago
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tom n
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Regarding the asteroid fields, I lay webs around them without contacting them. Built bases on all seven rocks. As they continue to get hit by meteors seemingly every turn, I just shuttle MDSFs, Rubys, and Emeralds back and forth to keep the supplies feeding my surrounding bases.
2451 days, 9 hours, 47 minutes ago
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bondservant
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Thanks Tom.  Between you and tom graves and perhaps one-two others, I am hoping that the Crystals can still get a galactic win in the Campaign game.  Perhaps I should change my name to Tom Bond so I can join the big boys.

Cinnamon, I would define good according to the progress described here  about a year and a half ago.  Plus there are some additional thoughts according to the new Nu Campaign advantages.  Tom convinced me the gunboats are a very nice advantage.  And I consider the two other impact advantages as the Desert Habitation growth advantage and Starbases Lay Mines.  To me, this means that Crystals should build more ships in Campaign games than shown on the charts and they should eventually build more starbases too.

As for me in my Campaign game as Crystals (only on turn 16), I have built a starbase at an Amphibian planet devoted to building gunboats.  This will hike up the # of ships that I build compared to normal.  And since I did indeed invest in starbase laying mines, I anticipate that I will build more starbases than normal as well compared to my Progress Guide .. although perhaps not achieve the great # of Bases that tom n has been able to build.

Looking at the stats, I would have hoped to see more of both (more ships and more starbases) in the stats that I discovered for nearly all of the Crystals playing in Campaign games so far.  I agree with the balanced #s you shared - only 1 Crystal players should win every 11 games.  To date, the Crystals can finish a VGAP game in the top three or the top five; in fact they place in the top five more than average due to their great defensive abilities.  

The challenge for Crystals is to end on top as #1 -- which I think they do less than 1 out of 11 times in normal VGAP games.  But I think the Campaign advantages should help them increase their #1 winning percentage to average.  I like to monitor how well they are all doing during this Beta phase.  And encourage current Campaign Crystal players to give the rest of us any hints here on how to improve our games so we can indeed win at least 1 out of every 11 Nu Campaign games.
2450 days, 15 hours, 41 minutes ago
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tom n
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More Campaign Details:

My Imperial Topaz  vs  (Pirate owned) Madonnzila which started with 111 fighters & heavy blasters.
Of course the big carrier won, but when the five VCRs were over it received zero damage, but used up 26 fighters. The cash cost alone was 2600mc, so not a bad trade, and I know what to expect (partially) there next visit.
2449 days, 6 hours, 48 minutes ago
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corsair
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Well, I am going to try the Gunboats very soon. I've fallen short of your expectations according to the Progress Guide though.  
2448 days, 18 hours, 55 minutes ago
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corsair
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It would appear that I cannot build the gunboats, after researching them.
2448 days, 15 hours, 8 minutes ago
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bondservant
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That would be correct corsair, if you are talking about your New Philli game that is already in progress.  Whatever abilities you begin the game with - those are the Race's abilities for the entire game.  You are not able to change or add to the Race abilities at anytime.  And if you drop, then a replacement would have those same abilities (not their own).
2448 days, 15 hours, 6 minutes ago
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corsair
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Well, i didn't realize that. Oh well. 
2448 days, 13 hours, 50 minutes ago
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bluejay
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Gunboats vs Resolute (heavy disruptors, no tubes) died pretty quickly.  4 VCR's.
2448 days, 12 hours, 26 minutes ago
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tom n
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Yes, the Imperial Topaz does almost nothing vs a heavy 'beam' ship. And please keep that to yourself.
;-P
2433 days, 13 hours, 16 minutes ago
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tom n
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I'm not sure if this is a bug, or intended, but my Imperial Topaz fought (and lost) to a planet that had 4 Positron Beams and 4 fighters. My Topaz had lowly X-Rays, so I wasn't shocked, but as we progressed through the 5 VCR's I noticed I had to kill those 4 fighters every turn. The planet's damage was not repaired, but somehow it managed to build 4 new fighters for each battle.
2433 days, 12 hours, 20 minutes ago
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kedalion
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Hmm, ok, here is the situation for the general case with multiple combats of a planet:  
Starbase fighters that are shot down are lost, but fighters from planetary defenses potentially come back in the next battle. Damage to the planet destroys defense posts proportianl to the amount of damage and thus possibly reduce the number of fighters. Every planetary fighter shot down will also result in a defense post being destroyed. In the next battle the planet will start with 0% damage again, but with adjusted planetary battlemass, number or beams, and number of fighters. I assume the shield should be up again... but not sure here. (http://www.donovansvgap.com/help/combat.htm)

Naturally, that is what happens when two or more fights are with different ships not like in your case 1 ship where it is supposed to be just 1 battle. As shields and damage carry over to the next battle 'phase', it might just be that the fighters are still (accidentally) handled like in the multi-battle situation.
2433 days, 11 hours, 16 minutes ago
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echoclusterveteran
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I don't think Joshua would mind my quoting him ... this is from an in-game message Joshua sent me a few days ago in Dagaba sector, and I think this may answer your question.

Hey, now I attacked something, but unfortunately there was a bug. Just wanted to let you know so you are not surprised later. Squadrons are not supposed to lose their crew when fighting. This caused my ship to lose its shields. I've already found the source of the bug and it only happens when fighting a planet. (now fixed)

... so the squadron vs. planet has been modified within the last week, just fyi.

Also, yes, shooting down fighters destroys defense posts normally which is a really weird and nasty thing about multiple-ship combat.  So I don't know why it would function any differently in the squadron situation...?
2433 days, 3 hours, 8 minutes ago
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kedalion
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Oh, but then here it actually works just like a multi-ship battle. 

For example if the planet has 60 defense posts at the beginning, then you shoot down all 8 fighters, then the number of defense posts is reduced by 8 in the next round. At 52 defense posts, you'd still fight with 7 fighters... looking almost the same. For higher numbers it might even result in the same number of fighters.
2416 days, 20 hours, 8 minutes ago
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tom n
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Bond, More feedback regarding the new Imperial Topaz ships. Recent battle vs a Resolute (10 MK7 torps and 8 Plasma Bolts) vs my 2 Gunboats (first had Plasma Bolts, second with Blasters). Resolute exhausted his 10 torps by the 4th VCR, then it went beam vs beam, killing the first Topaz, then losing to my second Topaz, that finished with no damage. 
In general, these cheap ships can help deplete your opponents torps as you send them in for the first battle, hoping to trade your cheap Topaz for his larger warship.
2416 days, 18 hours, 31 minutes ago
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bluejay
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Also when those little bastards come around for another run they start will fully charged beams.  My ships don't.  Maybe important if they're attacking a carrier.   My ships are charged by the time they get in range.
2416 days, 16 hours, 31 minutes ago
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bondservant
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Thanks Tom.  I built quite a few of those little guys, so eventually I may be able to report out with some battle reports myself.
2416 days, 15 hours, 10 minutes ago
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bondservant
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I have reached the ship limit in my first Campaign game as the Crystals; shown below is the summary of my status, including the current turn Scoreboard.  I have a good enough start so that by the end of the game I will be able to assess the effectiveness of the new Campaign ships and new Race advantages.


2416 days, 13 hours, 39 minutes ago
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tom n
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I like your chances. Especially when I see "Borg (dead)", always a good feeling! My prediction, looking at these numbers, is you will be at or near the top (with the Pirates and Lizards) at game end. Birdmen (2 bases and 23 ships) in trouble, and I am not a big fan of the Robots in the end game. My regrets at Doogle (first Campaign game as Crystal) were failing to build more Diamonds & Crystals. Too many Emeralds. Fell in love with the new Imperial Topaz, but in hind sight should have build a few Opals anyway. The good thing about MORE bases than usual, you get more turns after the ship limit to correct those mistakes.
2415 days, 5 hours, 14 minutes ago
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cadmus
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I've been going back and forth on whether to start a new game as the Crystals. None of their advantages really jump out at me though. I think what they probably need to be competitive is not more warships but probably more ways to make money and minerals. Would giving the crystals a re-educator like the Birdmen be too powerful? What about a more efficient Alchemy ship? Scaled down versions of the hissss! mission or assimilation?
2415 days, 4 hours, 50 minutes ago
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bondservant
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Cadmus, my buddy.  How are you doing?  There is only one primary advantage that should jump out at you when you play Crystals (WEBS).  But this one advantage, when played properly, can lead to so many other advantages in so many ways mostly unimagined by players.  One of the unpublished sections of my future guide is how webs not only help a Crystal player defend his own empire, but the ability to lay webs can help other players defend their empires too. 

Consequently, to play the Crystal Race most effectively, you have to be willing to reach out to others and trade favors -- trading web laying services to help others so that in return the Crystal can shore up those numerous inefficiencies like the ones you mentioned.  Done properly, through the help from others, the Crystal player can have ways to make all the money, minerals, warships, and specialty ships required for victory.  So while all players certainly gain benefit by working with others, perhaps none more so than the web-wielding Crystalline.  But its not as easy as it sounds - and it can definitely get complicated.  Hence the title of this section of my future Crystalline guide:

Oh! What a Tangled WEB We Weave!

2415 days, 2 hours, 17 minutes ago
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cadmus
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Ah, I was imprecise. I was considering starting a campaign game with the Crystals, but none of their new campaign advantages really hold my interest.

I'm doing well, and I'm enjoying learning more about this game. Reviewing the different strategies used in the Taurus championship is fairly enlightening, I have a lot to learn. You waged a valiant battle against DungeonMaster, in a way he was smart to move on you so quick so you couldn't dig in any more. I was a little surprised to see so much team work in the Championship game, I look forward to your next guide and your insights into diplomacy.
2414 days, 20 hours, 15 minutes ago
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bondservant
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Ah, ok.  I see what you are saying.  Well, several of us are testing out the Campaign advantages now and reporting here what we find.  So far I have a good feeling about them.  As I wrote in another thread, the more-generic starbase mine-laying advantage is especially nice for the Crystal.  And I am liking the Improved Desert Habitation growth advantage, with the HW growing at 12.5% it reaches 10 million colonists pretty fast.  I am not sure yet that any of the ships add too much, but I am secretly hoping we have a Crystal Emperor in the Nu future and then perhaps we will have a new ship one day worthy of the Crystal Confederation.  So get to work at growing those Crystal Campaign points.
2408 days, 10 hours, 0 minutes ago
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tom n
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   More news from my Campaign wars. My Topaz Gunboats were advertised as having only a 10% chance of being hit by enemy torpedoes. The average for my battles has been disappointing. Typically the enemy uses 4 torpedoes to get 1 hit instead of 9, and that hit (for MK7 or MK8) ends the battle. 

   I chose the Ion Storm Immunity but for this game it's been a waste. The odds of it saving a few ships from a level 4 or 5 storm are remote. 

   I still think it's wise to build a ton of starbases, at turn 74 I have 46 bases and more on the way. Unfortunately, my Birdman enemy has 115!  I feel like I'm a pretty decent Crystal player, but beware of a skilled Birdman player (like Joshua). In a campaign format his additional advantages have helped him build a huge economy (education ships, starbase money transfer) to supply his endless stream of Dark Wings. My best battleships can't compete. and with 10 heavy phasers he sweeps 3000 or so mines per ship.  If I should attempt to intercept one of his ships that are out of fuel, I usually find a cloaked Dark Wing waiting to kill my Emeralds. In short, a Crystal nightmare! 

   Hindsight being 20/20 I suppose I should have been more aggressive in finding weak carrier races to pursue. Crystals do much better against visible enemies. I wish the Campaign add-ons would have given the Xtals a more powerful Diamond Flame, with 10 beams and 8 tubes, to give us a true battleship!

2408 days, 2 hours, 23 minutes ago
View emork the lizard king's profile
emork the lizard king
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Hi Tom,

best to take out 2 Darkwings are 3 Thunders. You trade 2:2 ships but you end up much better in PBP than the Birdman.
2407 days, 17 hours, 48 minutes ago
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tom n
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Hi Emork,
    I made an error early on in thinking that my ally and I would be coordinating attacks throughout the game, with his stronger warships doing the heavy fighting, while my Emeralds and Rubys lay webs everywhere. What I need to remember is these games take months, and lives change and can get very busy. Through no fault of his, our cooperation is not what it was. We even considered searching out a replacement (I was going to IM you), but I think the writing is on the wall, as they say, and next time I'll build a more self-sufficient military.
    I agree that a big part of this game is calculating trade-offs. I learned the value (as a Fed) of sending a cheap Kittyhawk or Thor as first-to-fight. In these Campaign games, sending in a cheap Imperial Topaz to eat up torpedoes would make sense. 
    By the way, Joshua said he would look into why these new Imperial ships are NOT avoiding torpedoes as well as expected. They seem to be getting hit 1:4 instead of 1:10.
2402 days, 12 hours, 23 minutes ago
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bluejay
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Possible bug:
Bright Heart Light Destroyer vs Topaz Gunboats

1 VCR created, the BH got a torp hit to go to next round.    However no next round, the BH is reported as captured.

Edit:  The gunboats never fired a shot.
2400 days, 19 hours, 45 minutes ago
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jodan
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Just want to confirm a few things already said here and elsewhere:
  • Gunboats are cheap cannon fodder, that open a few new options for xtals , BUT there are too many bugs (imo) coming along that make using those a bit of gamble. To name some glitches I observed repeatedly:
  • as tom_n reported I also find that gunboats get hit by torpedos at 25-30% instead of 10%
  • sometimes VCRs of gunboat fights are missing (like bluejay said) or too much: observed it now for the third time, that one of my gunboats (the 4 beam version, not the 5 beams imperial gunboats) went 4 rounds eating torps and finally looses, but comes again for a 5th round without beams and shield, just to get finally destroyed (but enemy might still use some torps). 'Explaining' bluejays example in a more detailed view from the xtal side: also got only the first VCR of the BHLD vs Topaz fight, where the BH (10 Mk4, 2 Lasers) killed the gunboats (4 disruptors) for the first time using 4 torps. But also did NOT get any further VCR, just see the final result of the battle: a captured BH (0 Mk4) at 90% damage and a Topaz at 80% damage, which is what I would have pretty much expected from such a pairing going over full 4 rounds using all torps and ending with the topaz killing the BH crew.
  • The 1 engine Sky Garnet is also a cheap alternative, but I forgot that 1 engine ships cannot tow, which can make this ship less attractive, depending on your usual tactics. But I observed for this ships now for the second time, that it started a planet-ship battle without shields. That's not important for a 1 clan outpost without defensepost, but can be fatal against planet fighters.
  • I agree with tom_n: the birds a one of the worse races for a xtal to fight. A real heavy-hitter battleship for the xtals would be a nice addition to the campaign setting. But kudos to bluejay for giving me a hard time. I appreciate someone giving me a challenging battle.
2400 days, 19 hours, 20 minutes ago
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bondservant
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Good reports on the Gunboats.  It is not surprising to see a few bugs for these new unique ships.  Hopefully the bugs will get fixed soon so we can fully evaluate the worth of the Gunboats.

Thanks to reports above, I did add several Gunboats to my fleet in my Campaign game, but they are not a significant part of my fleet.  In fact, I have more one-engine Sky Garnets than I do Gunboats.  They are so much nicer than Opals.  Enough cargo now that I have even used them a couple times to bring a starbase some much needed Moly to make a key starbase build the next turn.

Jodan, please report that Sky Garnet bug on the bugs forum.  That is first I heard of it and that can certainly be fatal as you say in a planetary attack.
2400 days, 19 hours, 10 minutes ago
View emork the lizard king's profile
emork the lizard king
RE: Crystals in the Nu Campaign gamesWrite Reply
Despite being a big fan of leading the Crystals I have to deny giving us a bigger battle ship. That would make things too easy. There is a simple equation for every encounter: webs + strongest single ship = win.
The Thunder is strong enough, damned PBP-efficient and we have a good chance of getting a limited number of big guns in our hands anyway.

2400 days, 3 hours, 26 minutes ago
View bluejay's profile
bluejay
RE: Crystals in the Nu Campaign gamesWrite Reply
Jodan,  thanks for clarifying the BH capture.
2387 days, 20 hours, 0 minutes ago
View bluejay's profile
bluejay
RE: Crystals in the Nu Campaign gamesWrite Reply
New combat report  Dark Wing vs Topaz Gunboats:

Torps disappear from inventory.

VCR1
DW starts with 84 Mk4.  Gunboat starts with 34% damage (3 ships).
DW fires 5 torps,  gets a hit.

VCR2
DW starts with 71 Mk4  Gunboat starts with 2 ships.
DW fires 4 torps,  gets a hit.

VCR3
DW starts with 55 Mk4  Gunboat starts with 1 ships.
DW fires 7 torps,  gets a hit.

Battle should be finished,  however same gunboat (ship id 143) fights again:
VCR4
DW starts with 15 Mk4 and shields at 98%  Gunboat starts with 1 ship again.
DW fires 4 torps,  gets a hit.

DW now sits in orbit with zero torps.  Started with 84,  fired 20.


2387 days, 17 hours, 53 minutes ago
View tom n's profile
tom n
RE: Crystals in the Nu Campaign gamesWrite Reply
The new Topaz 10% hit percentage has been buggy. At first they were getting hit at about 33% rate. Joshua messaged me a couple weeks ago that it was getting fixed, but I haven't had a battle (with them) since. My guess is NU fixed the percentage up to the needed 90%, but hasn't gotten to fixing the visuals og the VCR. There always seems to be a last battle with a full sized Topaz, but your scenario still seems buggy. I suppose it's still a work in progress and maybe we Crystals are getting the benefit this time. ;-)